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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#392 |
Ocean Warrior
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by no means.. simply clarified..
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#393 | |
Navy Seal
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![]() That's awesome! Thanks to Volodya and Gap ![]() I adjusted this visual fog factor in sensor.cfg of IRAI, and now my crew can ONLY get a visual contact when boat is getting slowly out of fog layer ![]() No need to adjust something else for the locking target issue, as it's very tied to what my crew is visually detecting! Meaning no visual contact of watch crew, no target locking possible... At first, i thought i had to decrease TDW value, but no! It gave me the inverse. I was able to get visual contact (hence lock targets) kilometers away in fog ![]() So i increased this value up to 1.10, and all seems fine. Though i still have to fine tune it...and see what's going on with other fog types, and no fog at all of course. Stay tuned ![]()
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#394 |
Navy Seal
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![]() ![]() ![]() Perfect!! I keep new 1.10 value in visual fog factor of IRAI/sensor.cfg ![]() It match perfectly my fog values i tweaked the other day. Now, i get those values: - Light fog: 6000m to be able to lock/boat at the edge of fog layer - Medium fog: 2800m to be able to lock/boat at the edge of fog layer - Heavy fog: 1100m to be able to lock/boat at the edge of fog layer - No fog: 15000m to get a visual contact (hence to be able to lock) Better with pictures ![]() Light fog unable to lock at 6100m: ![]() Light fog able to lock at 6000m: ![]() Medium fog unable to lock at 2900m: ![]() Medium fog able to lock at 2800m: ![]() Heavy fog unable to lock at 1200m: ![]() Heavy fog able to lock at 1100m: ![]() Game is getting better and better! ![]()
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#395 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#396 | |
Navy Seal
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Well i could try reducing to 1.0 value instead of 1.10...of course. Thought it was good to simulate reaction time mainly for the officer to identify them ![]() I'll try it right away! ![]()
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#397 |
Navy Seal
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So new results with 1.0 value:
![]() As you see, i was able to lock when very first boat pixel was appearing on my screen...it's a little too much for me (not neat enough to identify) I decrease the 1.10 for 1.05, and i like it better. Can't lock yet: ![]() Can lock: ![]() It's good enough for me, and simulate few seconds/minute to scroll and look in the manual!
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#398 | ||
Navy Seal
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Location: CJ8937
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Downloads: 793
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#399 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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Answering a question posted by Venus in the old [WIP] thread:
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1 - try one or both of the following mods, and see if they make things better: sobers DOF sobers Light Cfg 2 - play with one or more of the following parameters: data/Filters/ColorCorrection/hdr_exterior.cfg Gamma (reduce it) Brightness (reduce it) Contrast (reduce it) LevelsInputMidtone (increase it) LevelsInputWhite (increase it) data/Cfg/Lights.cfg [HDR Exterior] SunMultiplier (decrease it) EyeAdaptationTime (decrease it) GaussBloomMultiplier (decrease it) LightShaftsStrength (decrese it) LightShaftsDensity (decrease it) LightShaftsWeight (decrease it) My understanding is tha most of the above parameters are in the range 0-1. Unfortunately, it is not easy finding an optimal set of settings, as their effect depends on a number of "external" factors sush as your gfx card, you monitor, etc. Let us know if you find some settings that work for you ![]() ...if not, I am afraid that you are left with one last option: 3 - buy a good pair of sunglasses ![]() ![]() |
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#400 | |
Chief
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and see if they make it nicer. If I find something I like, I'll post it ![]() [EDIT] Ok installed Sobers DOF & Light cfg, helped a little. So I tweaked the data/cfg/lights.cfg and got a much more satisfactory and realistic result ![]() Here's the changes: LightShaftStength = 0.015 was 0.055 LightShaftDensity = 0.2 was 0.7 LightShaftWeight = 0.4 was 0.8 This makes a much nicer view into Sun without all the nasty and unrealistic glare. Also added Sobers DOF & Sobers Light cfg in Subsims Download section. Thanks heaps Gap, solved it perfectly ![]() Last edited by NeonsStyle; 05-20-13 at 12:57 AM. |
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#401 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() If someone else tests your settings, and find them useful on his system too, I could make them into a new optional mod. In this respect I hope that Trevally is reading this post as, if memory serves me well, he had the same problem as you more or less ![]() |
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#402 |
Ace of the deep .
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On a medium fog night you should not be able to see the bow of your submarine . IE: Cannot quite see it . Adjust the ingame or monitor gamma to achieve this . Nights should be dark not light . You shouldnt be able to tell what flags a ship is running in medium fog at night unless really close .
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#403 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#404 |
Ace of the deep .
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I have been decks awash and stopped (7.5mts) at night with no moon and no fog and within a few hundred meters of cargo ships without them spotting me . Actually the same in scapa flow with the torpedo boats , i can get very close as long as i am not betwwen the moon and the ship .
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#405 | |
Navy Seal
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![]() Not seeing the submarine bow (even at night), to me, it should be called heavy fog ![]() Not seeing your watching crew mate standing 80cm far of you should be callled very heavy fog ![]() To me ideally medium fog, and what i could imagine of, would be +- 500m visi. But for gameplay matters, and in regard of SH5 fog randomizing ingame, i setted it up to 2000m. Just can't stand playing half of my SH5 time with <500m visi...unrealistic even for Northern seas imo. So all this is very subjective ![]()
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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